LoR’s solution is a hierarchical branch-based workflow.ĭevelopers work in feature branches off shared team branches. Solution: Hierarchical Branch-Based Workflow However - at least back then - there were some pain points with Unity’s Perforce integration, and the team also wanted better CI/CD capabilities for changes that haven’t made it to the main branch yet. In these workflows most of your iteration loop happens locally because the cost of a commit that fails builds or tests is high - it blocks everyone else.Įarly in LoR’s development (before I joined the project!), LoR also used Perforce. This means when you’re done with a feature or other change, you just commit it directly to the main branch. Most game teams at Riot use Perforce with trunk-based workflows. The goal of this post is not to provide comprehensive documentation on our pipeline and tools - instead, I hope to walk you through several technical challenges we faced while developing and maintaining our CI/CD pipeline.Įnabling Safe Iteration in Parallel Challenge: The High Cost of Failed Builds + Tests Over a hundred really talented engineers, artists, designers, writers, and more!.
#Legends of runeterra match history full#
![legends of runeterra match history legends of runeterra match history](https://cdn.vox-cdn.com/thumbor/uXvH3K4j0_b7Dwa5SI0SKOLHMeM=/0x0:1215x717/1200x0/filters:focal(0x0:1215x717):no_upscale()/cdn.vox-cdn.com/uploads/chorus_asset/file/6983147/Ashe_0.jpg)
In this article I’m going to share some details about how we build, test, and deploy Legends of Runeterra, a digital collectible card game. You might recognize me from my past articles about automated testing and using Perforce in Jenkins. We focus on the areas that empower other teams to do more and protect the team from emergent issues that distract from developing new features.
![legends of runeterra match history legends of runeterra match history](https://liquipedia.net/commons/images/b/b2/Katowice_Lowell.jpg)
My team is responsible for solving cross-team shared client technology issues and increasing development efficiency.
![legends of runeterra match history legends of runeterra match history](https://i.ytimg.com/vi/mTgzzhHX5HY/hqdefault.jpg)
#Legends of runeterra match history software#
Hi, I’m Guy Kisel, and I’m a software engineer on Legends of Runeterra’s Production Engineering: Shared Tools, Automation, and Build team (PE:STAB for short).